Curious and insightful nomads—cousins to humans and great adventurers.
Although most halflings come from the territory now known as Nadesia, others come from further southwest, in the area now known as Galen. Although small, a halfling is never to be underestimated in a fight.
Halflings hail from a region where tundra quickly melts to mountains and then green hills, but also from an area that is now highly populated with cities and townships. Halfling families once roamed Vedita in search of a place to call home, but now are so deeply rooted in their national past and shared histories that even those halflings who emigrate away from home pass on the traditions of those lands to next generations.
Claiming no real homeland but often settling near the small twin city-state of Galen, Nomadic Halflings wander Vedita and the New World in search of wealth and adventure, only retiring once old age has made them too feeble to continue their curious lives. Many of these halflings have made their way to Cartas, where curiosity has made many powerful and many more deceased. Though it is not uncommon for Nomadic Halflings to meet an untimely end, they are exceptionally lucky creatures and loyal adventuring companions to those who are fortunate enough to befriend them.
Halflings who grow up in the cold and wet streets of Vasland know suffering better than most; often relegated to living in the streets during the harsh Vaslish winters and cold, rainy springs, the plagues and epidemics common to mercantile Vasland hurt these Halflings the most. Born from this despair, Vaslish Halflings are cunning and fierce, and rarely give in easily to adversity. For Vaslish Halflings who have spent their whole lives in Cartas, they know well of these hardships from the stories of their parents or grandparents, who are slow to forget the past.
Galish Halflings take pride in their homeland, as it’s the only place in the Old World or the New where Halflings are clearly the majority race. However, Galen is small—a twin city-state with a small countryside of about 30 square miles—and its two large cities are tourist destinations for people all across the world. Quick-witted from the hustle of city living, good-doing Galish Halflings might be traders, incredibly efficient at getting the most from neighboring countries’ cities, or fast-talking swindlers, conning money from the country’s many tourists. Others simply enjoy the different cultures that come through and that they inevitably visit in neighboring Nadesia, Vasland, and Aevendar. Regardless, the Galish are most at home in crowds and amongst tall buildings.
Borne of the frozen tundras of northern Nadesia, Nadesian Halflings defy stereotypes of fast-talking, quick-witted halflings by choosing, more often, to speak with blades and bullets. Though Nadesian Halflings share their country with humans, they rarely settle down in one place, instead wandering the tundra in small groups, hunting game and unearthing the ancient treasures that lie in the Nadesian wastes.
Ability Score Modifier: +2 Charisma, -2 Strength
Size: Halfings are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Speed: Halflings have a base land speed of 20 feet.
Halfling Luck: Halflings are naturally lucky, and gain a +1 racial bonus to all saving throws.
Ancestry: Like Humans, Halflings are greatly influenced by their homeland, and must choose an ancestry.
Ability Score Modifier: +2 Dexterity
Fearless: Nomadic Halflings gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Lifebound: Nomadic Halflings gain advantage on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Cat’s Luck: Once per day, when a Nomadic Halfling makes a Reflex saving throw, she can gain advantage on the roll. She must decide to use this ability before attempting the saving throw.
Back-to-Back: Nomadic Halflings often travel in pairs or groups, and fight best when paired with others of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposing squares.
Weapon Familiarity: Nomadic Halflings are always proficient with slings, and treat all weapons with the word “Halfling” in the name as martial weapons.
Languages: Nomadic Halflings begin play speaking Vaslish and Galish. A Nomadic Halfling with a high Intelligence score may select from the following bonus languages: Aevish, Dwarven, Elven, Low Elven, Mortesh, Nadesian and Torvish.
Ability Score Modifier: +2 Constitution
Plagueborn: Vaslish Halflings gain advantage on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Curiosity: Vaslish Halflings are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Seducer: Vaslish Halflings add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user’s character level). They also gain a +2 bonus to all Diplomacy checks against characters who are sexually attracted to their gender.
Languages: Vaslish Halflings begin play speaking Vaslish. A Vaslish Halfling with a high Intelligence score may select any language as a bonus language (except secret languages, such as Druidic).
Ability Score Modifier: +2 Intelligence
Resistant: Galish Halflings gain advantage on saving throws against mind-affecting effects and poison.
Gifted Linguist: Galish Halflings gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Urbanite: Galish Halflings gain advantage on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Integrated: Galish Halflings gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
Languages: Galish Halflings begin play speaking Vaslish and Galish. A Galish Halfling with a high Intelligence score may select any language as a bonus language (except secret languages, such as Druidic).
Ability Score Modifier: +2 Con
Stubborn: Nadesian Halflings gain advantage on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Nadesian Halfling fails such a save, she receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Halfling has a similar ability from another source (such as a rogue’s slippery mind class feature), she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Native to the Cold: Nadesian Halflings can move through natural difficult terrain at their normal speed while within cold terrain. Magically altered terrain affects them normally.
Born to Rage (Ex): Nadesian Halflings may rage (as the Barbarian class feature of the same name) for a number of rounds equal to 2 + their Constitution modifier. If a Nadesian Halfling already has the Rage feature, she adds these additional rounds to their total rages per day.
Weapon Familiarity: Nadesian Halflings are proficient with shortswords, longswords, and shortbows, and always consider bastard swords to be martial weapons.
Languages: Nadesian Halflings begin play speaking Vaslish and Nadesian. A Nadesian Halfling with a high Intelligence score may select from the following bonus languages: Aevish, Dwarven, Elven, Galish, Low Elven, Mortesh, and Torvish.